I really like your mod, but it seems to conflict with certain aspects of the Adventurer's Guild Expanded mod (the only drops I get from killing slimes are boots.) While the boots are nifty, and I sell of the excess for $250 a pop, I can't progress without getting slime souls. So I am removing the mod for a while and see if that helps. I don't know if anyone else has this issue, I just figured I'd let you know. Thanks for sharing your hard work and creativity with us.
Hmm, this only happens with slimes or all monsters? I have a guess for the reason and I'm gonna see what can I do, thank you for reporting and nice comments!
Since the only drop that I see so far is from the slimes (I get boots from all monsters, but the slime soul only comes from slimes, and I don't know if I'll have anything needed from other monsters yet), I would say that the issue is with the slimes. Thanks for responding so quickly.
I was guessing it would be annoying while in a playthrough. Buff Framework has some glow settings so I will see if I can make something but no promises..
Thank you for the update! It's a great improvement, and I think there's potential to make it even better.
I suggest that the drop rates for the boots be adjusted to be lower than the dwarf scrolls. Given that the scrolls have a drop rate of 1%, and the boots are more valuable, it seems reasonable for the boots to have a rarer drop rate. I think just by adding an additional zero would be fine like from 4.5% down to 0.45%.
You could also make them much more rarer given that they have buffs, unlike the vanilla boots, and to compensate you can add them to Marlon's shop with an expensive price or be something you can craft with tailoring.
Yeah, I agree with it has a potential to be better. I just need to keep updating it and I'll do my best!
Hmm. Maybe they should be rarer. When I was making the slime boots, I wanted that everyone could get at least one until they went deeper in the mines. Because as you know, it is kinda annoying that we have quite little energy and no magnetic ring in the very early game. The rates might be so high though. I will review everything again.
To make them balanced due to their buffs, I made their base stats (defense and immunity) low and tried to balance their drop rates. I plan to add even more boots into the game including Marlon's shop. So I would not add them there. However, I might add them in such a way that the player can buy them after obtaining at least one like the some other things in the shop like rings or some hats given by Gil etc.
Hi, I really like this mod, but can I wear two different shoes at the same time?😊 And would there be anyway to make a transmog system for this mod? I feel that customizing the style and color of the shoes is a great feature, like the forge of the Volcano for weapon appearance change.
Hi, I'm glad you liked the mod. You really read my mind, I totaly meant some forge features as I say "making boots more customizable". But I need some C# knowledge for them. Like the wearing two boots at the same you said. Also I have other ideas. Trying to update the mod as long as I can. Thank you!
Yes, you can make a custom boot, it's a feature in the vanilla game. In a sewing machine, put the boot you want its stats to the upper right slot and the boot you want its appearence to the lower left slot and you will get a new boot with the stats and appearence you wanted.
Would you ever consider adding boots that are not combat focused? My wife doesn't do any combat but I've always wanted a mod that would add boots/rings that added a new upgrade path for her.
Random ideas that I have no idea if they are possible or balanced:
Yes, I was planning the new updates are not going to be focused on combat. Your ideas are similar to mines, I can add the buffs but the other perks just like the bobber power needs C# knowledge so they are not possible in the near future. But I want to learn that so maybe I can do that later. Thank you for suggestions!
Wearing shoes without the monster musk buff will also make the Monster Musk buff invalid.I don't know if it's because I once wore shoes with the same icon buff.After drinking the monster musk, it will show the buff but enter the next map,like the next mine, buff will disappear.This caused me to not be able to get the speed and monster musk buff at the same time.In order to get both boosts, I cheated to get the Tiger Slime shoe but in the game it did not increase the speed gain (I tried for a week and finally chose to cheat).Thanks for the mod, it was a great addition to me.
I've tested it and you're right about the monster musk. For some reason, whether or not you wear the boots, it makes the monster musk invalid(installing the mod is enough to make that). I'll see what causes this.
And the tiger slime issue, I think I've only fixed the description and forgotten to change its buff. Will be fixed in the new update.
Thank you for reporting and I'm glad you liked it!
The Tiger shoe seems a bit too powerful, but given its difficulty in obtaining it, it can be used as a game target in the later stages. Given that the Monster Musk bug is not fixed for the time being, will you consider modifying the buff of a pair of shoes that are not as difficult to acquire so that both speed and Monster Musk exist? Such as speed +2 instead of energy recovery, magnetism, and others, or temporary modifications until bugs are fixed.In addition, after wearing these boots in the game, it seems that they do not wear the appearance effect, but just change the color of ordinary boots. I expect them to have more appearance effects, such as Slime boots, translucent texture like rain boots, of course in the schematic they are cute enough, but in the game to wear walking is not effective!
Yes, the tiger shoes is late-game item so I think it needs to be powerful.
The bug is fixed in the new Buff Framework update. Thank you again for reporting.
And yes, the boots just change the originals' colors. At this point I don't know how to make custom appearence effects to them. Perhaps I can try in future, can you show me the rain boots as an example?
I'm sorry I don't know anything about appearance, it's just a layman's fantasy. I searched and checked other mod rain boots, and they don't seem to be translucent, but rather lively and bright.I just know it has been fixed, I will update! Thank you for your work.
36 comments
Slimes drop WAY too much Slime Boots
I suggest that the drop rates for the boots be adjusted to be lower than the dwarf scrolls. Given that the scrolls have a drop rate of 1%, and the boots are more valuable, it seems reasonable for the boots to have a rarer drop rate. I think just by adding an additional zero would be fine like from 4.5% down to 0.45%.
You could also make them much more rarer given that they have buffs, unlike the vanilla boots, and to compensate you can add them to Marlon's shop with an expensive price or be something you can craft with tailoring.
Hmm. Maybe they should be rarer. When I was making the slime boots, I wanted that everyone could get at least one until they went deeper in the mines. Because as you know, it is kinda annoying that we have quite little energy and no magnetic ring in the very early game. The rates might be so high though. I will review everything again.
To make them balanced due to their buffs, I made their base stats (defense and immunity) low and tried to balance their drop rates. I plan to add even more boots into the game including Marlon's shop. So I would not add them there. However, I might add them in such a way that the player can buy them after obtaining at least one like the some other things in the shop like rings or some hats given by Gil etc.
Thank you for all your suggestions!
And would there be anyway to make a transmog system for this mod? I feel that customizing the style and color of the shoes is a great feature, like the forge of the Volcano for weapon appearance change.
Random ideas that I have no idea if they are possible or balanced:
Farmer's Boots:
+1 Def
+3 Farming
Increases quality of harvested items
Dock shoes:
+2 Def
+2 Fishing
Cork bobber (or any other bobber power)
And the tiger slime issue, I think I've only fixed the description and forgotten to change its buff. Will be fixed in the new update.
Thank you for reporting and I'm glad you liked it!
The bug is fixed in the new Buff Framework update. Thank you again for reporting.
And yes, the boots just change the originals' colors. At this point I don't know how to make custom appearence effects to them. Perhaps I can try in future, can you show me the rain boots as an example?
https://pastebin.com/9vmZERHW
(the only one i found was from ages ago and its no longer compatible)